use functions
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eadb04f159
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2 changed files with 68 additions and 54 deletions
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@ -1,17 +1,22 @@
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#include "../includes/animations.h"
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static void init();
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static void draw();
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void credits(int state) {
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switch (state) {
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case GL4DH_INIT:
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init();
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break;
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case GL4DH_DRAW:
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break;
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case GL4DH_FREE:
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draw();
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break;
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default:
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break;
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}
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}
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static void init() {}
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static void draw() {}
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111
src/light.c
111
src/light.c
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@ -1,66 +1,75 @@
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#include "../includes/animations.h"
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void cube(int, int);
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static GLuint _pId = 0;
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static GLuint _quadId = 0;
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static void init();
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static void draw();
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void lights(int state) {
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static GLuint quadId = 0;
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static GLuint pId = 0;
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switch (state) {
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case GL4DH_INIT:
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quadId = gl4dgGenQuadf();
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pId = gl4duCreateProgram("<vs>shaders/lights.vs", "<fs>shaders/lights.fs",
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NULL);
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gl4duGenMatrix(GL_FLOAT, "proj");
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gl4duGenMatrix(GL_FLOAT, "mod");
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gl4duGenMatrix(GL_FLOAT, "view");
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glEnable(GL_DEPTH_TEST);
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init();
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break;
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case GL4DH_DRAW:
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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static GLdouble lumloc = 0.;
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// clang-format off
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GLfloat rouge[] = {1.f, 0.f, 0.f, 1.f},
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blanc[] = {1.f, 1.f, 1.f, 1.f},
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lumpos0[] = {4.f * (float)sin(lumloc), 0.f, 1.1f, 1.f},
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lumpos[4],
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*mat,
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ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
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// clang-format on
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// Setup
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gl4duBindMatrix("proj");
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gl4duLoadIdentityf(); // TODO: ça bug??
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gl4duFrustumf(-ratio, ratio, -1, 1, 2, 100);
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// Scene
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gl4duBindMatrix("view");
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gl4duLoadIdentityf();
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gl4duLookAtf(0, 0, 4.0f, 0, 0, 0, 0.0f, 1.0f, 0);
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mat = (GLfloat *)gl4duGetMatrixData();
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MMAT4XVEC4(lumpos, mat, lumpos0);
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gl4duBindMatrix("mod");
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gl4duLoadIdentityf();
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glUseProgram(pId);
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gl4duSendMatrices();
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glUniform4fv(glGetUniformLocation(pId, "scolor"), 1, rouge);
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glUniform4fv(glGetUniformLocation(pId, "lcolor"), 1, blanc);
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glUniform4fv(glGetUniformLocation(pId, "lumpos"), 1, lumpos);
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gl4dgDraw(quadId);
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glUseProgram(0);
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draw();
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break;
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default:
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break;
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}
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}
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static void init() {
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_quadId = gl4dgGenQuadf();
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_pId = gl4duCreateProgram("<vs>shaders/lights.vs", "<fs>shaders/lights.fs",
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NULL);
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gl4duGenMatrix(GL_FLOAT, "proj");
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gl4duGenMatrix(GL_FLOAT, "mod");
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gl4duGenMatrix(GL_FLOAT, "view");
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glEnable(GL_DEPTH_TEST);
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}
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static void draw() {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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static GLdouble lumloc = 0.;
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// clang-format off
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GLfloat rouge[] = {1.f, 0.f, 0.f, 1.f},
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blanc[] = {1.f, 1.f, 1.f, 1.f},
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lumpos0[] = {4.f * (float)sin(lumloc), 0.f, 1.1f, 1.f},
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lumpos[4],
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*mat,
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ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
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// clang-format on
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// Setup
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gl4duBindMatrix("proj");
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gl4duLoadIdentityf();
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gl4duFrustumf(-ratio, ratio, -1, 1, 2, 100);
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// Scene
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gl4duBindMatrix("view");
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gl4duLoadIdentityf();
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gl4duLookAtf(0, 0, 4.0f, 0, 0, 0, 0.0f, 1.0f, 0);
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mat = (GLfloat *)gl4duGetMatrixData();
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MMAT4XVEC4(lumpos, mat, lumpos0);
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gl4duBindMatrix("mod");
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gl4duLoadIdentityf();
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glUseProgram(_pId);
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gl4duSendMatrices();
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glUniform4fv(glGetUniformLocation(_pId, "scolor"), 1, rouge);
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glUniform4fv(glGetUniformLocation(_pId, "lcolor"), 1, blanc);
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glUniform4fv(glGetUniformLocation(_pId, "lumpos"), 1, lumpos);
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gl4dgDraw(_quadId);
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glUseProgram(0);
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}
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